RimWorld

RimWorld

Limdood Jan 8, 2023 @ 6:54pm
is there a good mod to stop losing fingers/toes?
Annoyed at the immense fragility of fingers and toes in the game. Along with eye/brain injuries, they're the #1 "ridiculous" injury in the game. A social fight with a random visitor (stupid Hussars...), stopping a manhunting raccoon, beating down a prisoner during a prison break...

All these things that really shouldn't be more than maybe a bit of bedrest to heal up, and suddenly now there's a permanent disability (yes, I know biosculptors can fix it, but they take like half a year for non transhumanists)

Anyone know of any current, 1.4 compatible mods that reduce or eliminate the chances to lose fingers and toes? I wouldn't mind all of those just being part of the "hand" or "foot"....sure I might lose the whole hand or foot instead, but it'll take a heck of a lot more to do so. The only mod that I saw when I did a basic, quick search also raised the bleed out rate by 200% and made organs way more likely to get hit, which is...counterproductive to what I'm going for...

I suppose alternatively I could try fiddling around with the game stats in the scenario editor and seeing if I can find a stat to drastically speed up biosculptors...
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Showing 1-11 of 11 comments
BanDHMO Jan 8, 2023 @ 6:56pm 
I know this isn't what you asked, but AFAIK, if you replace a limb with a bionic/archotec version, then they don't have equivalents of fingers/toes, and you never lose them.
Last edited by BanDHMO; Jan 8, 2023 @ 6:57pm
Limdood Jan 8, 2023 @ 6:59pm 
Originally posted by BanDHMO:
I know this isn't what you asked, but AFAIK, if you replace a limb with a bionic/archotec version, then they don't have equivalents of fingers/toes, and you never lose them.
Yep, I know this, but when I'm just getting started or running a very large colony, I simply can't swing bionics for everyone. I'm also mindful of the increase in wealth in kitting out full bionic pawns all over.
Maybe start with some clothing mods that add gloves and boots. Vanilla Expanded can help with that.
Limdood Jan 8, 2023 @ 7:04pm 
I'm also going to hijack my own thread here to ask one more question...

I used to have a mod that expanded the work tab so that you could set separate priorities for Subgroups of a job....for example, I could set one cook to butcher at a higher priority than cooking meals, or disable operations for mediocre doctors while still having them treat wounds. Or even have a few pawns do stonecutting but not smelting...etc. IIRC, it also had priorities from 1-9

I THOUGHT it was Fluffy's "Work Tab" mod, but that one, well, looks way, WAY beyond what I had before....with the level of detail that mod looked like it had, I feel i'm likely to make quite a few mistakes trying to enable or disable certain sub-jobs.

If anyone knows, or thinks they know the mod I was talking about, feel free to chime in. It's also possible that it WAS Fluffy's Work Tab, and the mod has just evolved to have way more features than I remember it having.
BanDHMO Jan 8, 2023 @ 7:07pm 
I suppose alternatively I could try fiddling around with the game stats in the scenario editor and seeing if I can find a stat to drastically speed up biosculptors...

Can also try the Character Editor mod. A few clicks and the finger is restored.
Limdood Jan 8, 2023 @ 7:12pm 
Originally posted by BanDHMO:
I suppose alternatively I could try fiddling around with the game stats in the scenario editor and seeing if I can find a stat to drastically speed up biosculptors...

Can also try the Character Editor mod. A few clicks and the finger is restored.
I already just go into god mode and remove the "missing finger" (which restores the finger) if I'm feeling like "F*** that...". I'd just like to get it down to a point where I'm not holding my breath and clicking on each injured pawn after any social fight or the most minor of skirmishes.
Bathory Jan 8, 2023 @ 7:18pm 
I also recommend mods which add gloves and boots. I think it's egregious that Ludeon never added those items while still allowing for finger/toe injuries.
Khamal Jan 8, 2023 @ 8:03pm 
Is this what you want possibly ? Doesn’t really stop, but may help otherwise https://steamcommunity.com/sharedfiles/filedetails/?id=1511462447
Otherwise I know there is a body part mod that will induce regeneration of wounds at cost of sleep, stopping some chances at limb loss due to damage but cannot remember which pack includes( I think it was a heart implant that induces full body regen slowly)
The rest aren’t updated as far as I know
Last edited by Khamal; Jan 8, 2023 @ 8:13pm
Steelfleece Jan 8, 2023 @ 8:51pm 
Originally posted by Limdood:
I'm also going to hijack my own thread here to ask one more question...

I used to have a mod that expanded the work tab so that you could set separate priorities for Subgroups of a job....for example, I could set one cook to butcher at a higher priority than cooking meals, or disable operations for mediocre doctors while still having them treat wounds. Or even have a few pawns do stonecutting but not smelting...etc. IIRC, it also had priorities from 1-9

I THOUGHT it was Fluffy's "Work Tab" mod, but that one, well, looks way, WAY beyond what I had before....with the level of detail that mod looked like it had, I feel i'm likely to make quite a few mistakes trying to enable or disable certain sub-jobs.

If anyone knows, or thinks they know the mod I was talking about, feel free to chime in. It's also possible that it WAS Fluffy's Work Tab, and the mod has just evolved to have way more features than I remember it having.

https://steamcommunity.com/sharedfiles/filedetails/?id=2069684319 ?
biomike Jan 8, 2023 @ 9:00pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1541722340 This mod lets you fix missing fingers and toes, just takes a bit of meds to do so
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Date Posted: Jan 8, 2023 @ 6:54pm
Posts: 11